Post is pinned.Post has attachment
FOR FUCKS SAKE... Can nobody here read the rules of this community. I dont want to keep doing this but i will delete most videos posted here. The rules clearly state that spam is not allowed and i don't want to ban anybody. Heres the thing, we (meaning us mods) don't mind channel advertisment every now and then, that is fine. Saying you got a channel and letting people check it out for themselves is fine. And yes i know, this community is next to dead sadly, most of the long time members got shit to do, but this, if you want people watching your videos, make an interesting post, and add that you have a channel... With all of this said, I hope you respect these rules and I hope you stick around, i don't want anybody feeling unwanted...

Post has attachment

Post has attachment

I'm curious of what everyone's favourite god here is. Now obviously I can't really make this into a poll...unless I posted A LOT of polls. So just post your favourite, and maybe explain why if you want.

My personal favourite is probably Hel. I'm not exactly that good with her (what with missing her heal constantly), but love her character and appearance.

Here's my 4th God Concept
Lore can be found in the comments

Hircine, the Father of Manbeasts

Class: Hunter
Difficulty: Hard


Passive: Huntsman of the Princes
Hircine is a Daedric Prince whose spirit is the hunt, the sport of the Daedra. As Such, he is the Greatest hunter known to mortals. He is able to easily track his prey. Hircine will see the footprints of enemy Gods on the floor for up to 8 seconds from when they were in the specific spot. If Hircine follows these tracks and finds the God itself, he will gain a small damage bonus against that God for 4 seconds. Hircine loves the thrill of a chase. When moving towards an enemy God that he can see with less than 30% health that he has damaged in the last 5 seconds, he gains a movement speed bonus for 4 seconds. Both of these effects have a cooldown of 2 seconds.
Damage bonus: 10%
Movement speed bonus: 10%

1st Ability: Runic Trap
Hircine places a runed trap on the floor in front of him. The trap will be slightly concealed to enemies. When an enemy God walks into the trap, it explodes, dealing damage to all enemies in a small radius and briefly roots and cripples the enemy God who triggered the trap. Minions who walk over the Trap will not trigger the explosion, but will take increased damage instead. After the trap is triggered by an enemy, it will rearm after 1.5 seconds and can be triggered again. Hircine may have two of these traps at the same time, but placing a Second one removes the ability for the first one to rearm.

In Werewolf forme this ability changes to Mauling Claws. Instead of placing down a Trap, Hircine Mauls enemies in front of him with his Claws, dealing the same damage to enemies and causing them to bleed for extra damage every second over 4 seconds.
Damage: 60/100/140/180/220 +70% of Physical power
Minion Damage increase: 30%
Root duration: 0.75 seconds
Bleed Damage: 30/40/50/60/70 +15% of Physical power
Cost: 60
Cooldown: 10 seconds

2nd Ability: Huntsman's Blessing
Hircine blesses himself and any nearby allies with the Spirit of the Hunt. Hircine receives increased Physical power and attack speed for the duration, while allies receive half of the attack speed bonus. If Hircine himself or any ally affected has killed an enemy God within the last 5 seconds, they also receive increased Physical or Magical Penetration.
Physical Power: 15/20/25/30/35
Attack Speed: 20%/30%/40%/50%/60%
Physical/Magical Penetration: 5/7.5/10/12.5/15
Duration: 2.5/3/3.5/4/4.5 seconds
Cost: 45/55/65/75/85
Cooldown: 15 seconds

3rd Ability: Charge of the Hunter
Arming himself with his Daedric Artifact, the Spear of the Hunter, Hircine charges forward, passing through Minions and dealing damage to them. Stopping at the first enemy God hit, Hircine deals damage and stuns them for 1 second.

In Werewolf Forme, this ability changes into Ferocious Leap. Instead of dashing forward with his spear, Hircine leaps into the air and lands at the target location, dealing the same damage to enemies, stunning them for 1 second and slowing them after the stun by 25% for 3 seconds.
Damage: 75/125/175/225/275 +80% of Physical Power
Cost: 75
Cooldown: 17/16/15/14/13 seconds

Ultimate: Lycanthropic Transformation
Hircine awakens the bloodlusting hunter within him, transforming into a bloodthirsty Werewolf. The Transformation causes nearby enemies to run away in terror, fearing them for a duration. While transformed, his basic attacks change to Melee attacks, and he gains a basic attack chain. He also gains increased Protections, Movement Speed and Physical power for the duration. His 1st and 3rd Abilities also change, and their cooldowns will be reset upon transforming.
Fear Duration: 1.5/1.75/2/2.25/2.5 seconds
Basic Attack chain: 1/0.75/1/1.3 Damage and swing time, Final hit is AoE
Protections: 20/25/30/35/40
Movement Speed: 15%
Physical Power: 20/30/40/50/60
Duration: 15/20/25/30/35 seconds

Post has attachment
Hades Gameplay

Post has attachment
Well, Might as well post the third one.
As before, Kit in the post, Lore in comments

Molag Bal, the Daedric Prince of Domination

Class: Mage (Melee)
Difficulty: Average


Passive: Soul Harvester
Molag Bal is always looking for ways to harvest and consume the Souls of Mortals. He traps these souls inside Black Soul Gems, and then uses them to his advantage. For each Minion or Jungle monster Molag Bal kills, he traps their soul inside a Soul Gem. He can have a maximum of 20 trapped souls at once. Each trapped soul gives him 0.5% Magical Lifesteal and 2 Magical power. If Molag Bal drops below 20% of his Maximum health, he will consume the Souls inside the Soul Gems to heal himself over 1.5 seconds for a percentage of his maximum health.
Heal: 1% of max health per Soul, maximum 20%

1st Ability: Flames of Coldharbour
Molag Bal creates a large ball of Blue fire in his palm, then throws it at the target location, dealing damage to all enemies in the radius. The Fireball will also release a shockwave of fire around it, dealing additional damage to enemies it passes through. Enemies damaged by both of these hits will have their Magical Protection reduced for 3 seconds.
Damage: 65/120/160/200/255 +50% of Magical power
Shockwave Damage: 40/95/130/180/220 +30% of Magical power
Protection Reduction: 10/15/20/25/30
Cooldown: 12 seconds
Cost: 60/65/70/75/80 Mana

2nd Ability: The Mace of Molag Bal
Molag Bal is armed with his Daedric Artifact, the Mace of Molag Bal. This mace is an extremely powerful weapon, and Molag Bal can take advantage of its full power.
Passive: The Mace of Molag Bal is Vampiric in nature, giving Molag Bal an extra 5% Magical lifesteal.
Active: When Molag Bal activates this ability, his Mace gets empowered, increasing his Attack speed and giving him extra damage on his Basic attacks.
Attack speed: 15%/20%/25%/30%/35%
Extra Damage: 30/50/70/90/110 +5% of Magical Power
Duration: 5 seconds
Cooldown: 17 seconds
Cost: 65 Mana

3rd Ability: Chains of Coldharbour
Molag Bal launches a set of Magical Chains at an enemy, passing through minions dealing damage to them and latching onto the first enemy God hit, dealing Damage and crippling them for 2 Seconds. While crippled, Molag Bal may use this ability again to pull the Enemy God to him, ending the Cripple but applying a slow for 2.5 seconds and causing the enemy to bleed for additional damage over 2.5 seconds. While the enemy is affected by this bleed, Molag Bal's next basic attack against the target will do additional damage.
Damage: 80/120/190/230/270 +55% of Magical power
Slow: 25%
Bleed Damage over time: 25/35/45/50/60 +5% of Magical power
Basic Attack damage increase: 15%
Cost: 50/60/70/80/90
Cooldown: 14 seconds

Ultimate: Soulburst
Molag Bal leaps into the air and floats above the battleground briefly before choosing a place to land. Landing with the force of a meteor, Molag Bal causes a large explosion of Blue fire at the ground location, dealing damage to all enemies in the radius and knocking them into the air. The explosion causes the souls of enemy Gods to become severed from their bodies. After a 3 second delay, the souls will be sent back to their owners, causing another, small explosion upon reaching their owners, dealing damage to the owner of the soul. The initial damage of this ability is increased by up to 20% depending on the amount of Soul Gems Molag Bal has filled, and they will be consumed upon use.
Flying time: 2.4 seconds
Initial Damage: 200/260/320/390/460 +80% of Magical power
Soul Explosion damage: 100/130/160/195/230 +40% of Magical power
Cost: 110 mana
Cooldown: 75 seconds

I'll also add pictures of the Gods/Daedric Princes now to give an idea of what they look like
2 Photos - View album

Time to post my second God concept
Kit in the actual post, Lore in comments.

Talos, the Hero-God of Man

Class: Guardian
Difficulty: Hard


Passive: Born of the North
The magnitude and Duration of Slows applied to Talos is reduced by 50%. When Talos is affected by a Slow, his Physical and Magical Protections are increased.
Protection increase: 15 + Talos' level

1st Ability: Ice Form Shout
Talos uses his Gift of the Dragon Tongue that he regained upon ascending to Godhood to shout Frost at his enemies. As this Ability is upgraded, it gains additional effects.
Rank 1: Talos Shouts frost at his enemies, Dealing damage and slowing enemies hit by 20% for 2 seconds
Rank 2: Range and Radius of the Ability is increased
Rank 3: Stuns the enemies for 1 second in addition to the slow
Rank 4: Range of the Ability is increased, Slow increased from 20% to 30%
Rank 5: Stun Duration increased to 1.8 seconds, Slow Duration increased to 2.8 Seconds
Damage: 60/100/160/230/300 +55% of Magical power
Cooldown: 13 seconds
Cost: 45/55/60/65/70 mana

2nd Ability: Battle Fury Shout
Talos uses the power of the Thu'um to inspire his allies, increasing their battle prowess. As this Ability is upgraded, it gains additional effects.
Rank 1: Talos Inspires his allies with a Shout, increasing their attack speed for 5 seconds. Affects up to 2 allies.
Rank 2: Affects up to 3 allies
Rank 3: Allies also gain 15% increased movement speed for the duration
Rank 4: Affects up to 4 allies, Talos receives a heal for each ally affected
Rank 5: Allies also gain increased Physical or Magical power for the duration
Attack speed Buff: 10%/15%/15%/20%/25%
Heal: -/-/- /50/75 +25% of Magical power per ally
Physical Power buff: -/-/-/- /25
Magical Power buff: -/-/-/- /40
Cost: 65/75/80/85/95 mana
Cooldown: 18 seconds

3rd Ability: Bastion of the Empire
Talos roots himself in place and raises his Shield, gaining increased Damage mitigation. While rooted, he is immune to knockups and knockback, preventing him from being moved. The damage mitigation bonus is Increased against enemies who are facing his raised shield. While in this defensive stance, Talos may shoot out three Ice Storms that pass through enemies, damaging and slowing them. Enemy Gods hit by these Ice Storms will also be revealed to Talos for 5 seconds. Each Ice Storm that Talos shoots out counts towards the cooldown of this ability, increasing the Cooldown by 5 seconds, to a maximum cooldown of 18 Seconds.
Damage: 45/60/90/140/190 +15% of Magical power
Slow: 10% per Ice Storm (stacks up to 3 times)
Slow duration: 2/2.5/2.5/3/3.5 seconds
Damage Mitigation: 5%/10%/15%/20%/25%
Extra damage Mitigation: 15%
Cost: 50/60/70/80/90
Cooldown: 3 seconds (+5s for each Ice Storm shot)

Ultimate: Stormcrown
Talos calls upon the powers of the north, and using his Divine energy summons a large Storm of frost around him. Enemies inside the radius will be slowed and crippled, while taking damage every 0.5 seconds. If enemies are affected by the slow from any other one of Talos' abilities, they will be stunned for 1 second. Allies inside the Storm will have their Protections increased by 10%, Including Talos himself.
Damage: 35/45/55/60/70 +10% of Magical power
Slow: 25%
Duration: 2.5/3/3.5/4/4

Talos is very much a Mid- to Late-game Guardian. He may struggle slightly in the earlygame, but when he gets his abilities leveled for their extra effects, he should become quite powerful.

Alrighty. I think it's time to try and breathe some life into this place.

In the Old community, I did a few God Concepts/Ideas/kits based on the Aedra and Daedra of the Elder Scrolls universe. Recently I've looked back at them and revisited some of the concepts, and basically I redid all of them, as well as made some new ones.
Obviously my concepts will never make it into the game, but I find them entertaining to create. Especially since I love the Elder Scrolls franchise.

So, the first God I finished a concept for is Akatosh, the Dragon God of Time. I'll put the kit here and the Lore in the comment section so this post doesn't become too long. I tried to make the kits of the Gods as Balanced as possible (or as balanced as God in Smite can be), and many abilities have their damage numbers come from similar abilities that already exist. Let me know your thoughts below.

Akatosh, the Dragon God of Time

Class: Hunter
Difficulty: Hard


Passive: Auriel's Bow
Akatosh is armed with his Legendary Bow. Every 5 seconds, the bow Generates a Radiant, Sunhallowed arrow. Using basic attacks stops the arrows generating. When shot, the Sunhallowed arrows will explode upon hitting an enemy, dealing damage in a small radius around the initial target, as well as dealing extra damage. Akatosh may store up to 4 of these arrows at a time.

Extra damage: 10% of Physical power

1st Ability: Time Stop
Akatosh controls time around the target location, stopping time in the radius. Enemies caught in the radius will be stunned for the remaining duration of the ability. After the stun is over, enemies will take damage and will have to realign themselves with time, reducing their attack speed for 3 seconds
Damage: 55/85/125/175/225 +65% of Physical power
Duration: 1.5 seconds
Attack speed speed debuff: 20%
Cost: 75 mana
Cooldown: 15/14/13/12/11 seconds

2nd Ability: Divine Flame
Akatosh's Dragon head realeases a Golden flame from its maw. This ability can be used in one of two ways, depending on where it's targeted.
Fire Breath: Akatosh releases the Golden flame in a come in front of him, dealing damage 4 times over 2 seconds.
Fire Ball: Akatosh releases a gout of Golden flame in the form of a ball of fire that travels forward, passing through enemies and dealing damage to them.
Fire Breath damage: 45/60/75/85/100 +15% of Physical power
Fire ball damage: 100/145/200/265/360 +80% of Physical power
Cost: 50/60/65/70/75 mana

3rd Ability: Auriel's Shield
Along with his Bow, Akatosh is also armed with his Legendary Shield. The shield gives him both a passive and an active effect.
Passive: Akatosh's physical protections are increased. Whenever Akatosh takes damage from an enemy God, his shield absorbs some of the power used in the attack, giving him a stack. Each stack gives him extra movement speed, with a maximum of 5 stacks. The Stacks last for 10 seconds, but the movement speed bonus only lasts for 4 seconds. Stacks will not be gained if this ability is on cooldown.
Active: Akatosh releases a blast of concussive Divine energy from his shield, dealing damage and knocking back all enemies in a cone front of him. Each stack that Akatosh has in his shield multiplies the damage that the blast does and adds it to the existing damage, for a maximum of 300 damage and 75% Scaling. If all 5 stacks are consumed, the enemies will also be blinded for 1 second.
Passive protections: 5/10/15/20/25
Movement speed per stack: 4% (Max 20%)
Damage: 10/20/30/40/50 +15% of physical power
Extra Damage per stack: 10/20/30/40/50 +15% of physical power
Maximum damage at 5 stacks: 60/120/180/240/300 +75% of physical power
Cost: 60/70/75/80/90

Ultimate Ability: Radiant Dragon God
Akatosh releases his Draconic powers in an explosion of radiant energy, transforming himself into a Glowing, Golden Dragon. The Radiant explosion has a short build-up time, after which all enemies in range will be damaged and blinded for 1 second. While transfromed, Akatosh's Physical Power and attack speed will be increased, and he will be immune to Slows and roots. While in this forme, all of his basic attacks are considered to be Sunhallowed arrows, his Shield acts as if it had 5 stacks at all times, and Divine Flame will have both of the effects combined. Transforming also releases a lot of temporal energy, reducing the cooldowns of his abilities, as well as the abilities of nearby allies by 2 seconds.
Cost: 100
Damage: 210/300/360/450/520 +90% of Physical power
Physical Power increase: 15/25/35/45/55
Attack Speed increase: 10%/15%/20%/25%/30%
Dragon transformation duration: 10 seconds
Cooldown: 100 seconds

Akatosh is a Hunter who would be able to box other Hunters very effectively with his increased Physical Protections and the attack speed debuff of his first ability.

Post has attachment
Wait while more posts are being loaded